Showing posts with label UNITY. Show all posts
Showing posts with label UNITY. Show all posts

Tuesday, March 19, 2013

Canopy by Rick Silva



Rick Silva has created a new work which was presented last week at Domain Gallery. It's a beautiful loop piece working through a downloadable application made with Unity 3D, you can download it into the post or at the same gallery which will run the work until next April 15, 2013. 
The work is called "Canopy" and is the first work Rick made after recently moving to Oregon. It’s inspired by his new surroundings. Canopy presents a natural digitalized environment created by 4 trees which surround the viewer, these trees spin all together around the viewer who is the central axis, creating a centered and circular composition because of the passing of themselves. 
I also like the format where this loop piece is presented, I usually like loop pieces which starts and finishes with the same thing/visual/frame, I mean continuously, without cuts on the visual. But as this piece has been programmed, it starts in one way and then it loops itself as it was a continuos loop, this is something we can't get with formats such as video or animated gif because of the lenght and weight of the file. See more;

Download here (Mac & Pc, it goes all together into the same zip)



Tuesday, August 14, 2012

EXO



Exo is an impressive downloadable 35 minute immersive gaming environment created by Tabor Robak, inspired by Gatekeeper’s industrial sounds. I added a couple of questions from an interview of Noisey to Gatekeeper one month before launching EXO where they talk about how they decided to  do an interactive visual experience for the new HD LP. And also two more questions from a recent interview at The Creators Project with Tabor Robak, where they talk more focused on the process  creating the game, his influences and style. See more;

Suze Olbrich from Noisey asks to Gatekeeper:

Suze Olbrich: When did you know that you were going to present this record visually as a game? Did you know right away that videos wouldn’t be enough for the HD LP? 
Gatekeeper: We started working with Tabor really early on, just sort of talking about ideas. He had every version of our recording after a couple of months in. So we were taking the idea along as we were writing the music. The finished concept for the game only emerged when we finished recording.
We’re obsessed with creating a visual context for what we do, but we'd maxed ourselves out on music videos. In our previous labor with Thunderhorse, we were very involved in the making of the videos, and so it was cool to think about a visual component that would be even more immersive for a user but didn’t immerse us as much. We really gave Tabor the artistic license to do what he wants, as we have so much respect for him as an artist in his own right, but we were all pulling from a really similar source of inspiration in the project as a whole.
With video you can just sense that it’s energy has just sort of been dissipated. I remember my first year or two of youtube was amazing, and then after a while you realize even this form can be exhausting and boring. Video’s a lot of work and it’s contained in this little window that’s so familiar that it reduces everything to the same droning playlist.

Suze Olbrich: So how much can you talk about the game? Does it have a narrative? Narrative’s really useful but we like to have ambiguity in it. 
Gatekeeper: The music is really visual and conjures up all these cinematic references, but what’s fun about that to us is the fact that those aren’t scripted and so people can kind of imagine their own narrative based on it.
For a lot of people that grew up in a similar generation to us, which is where we scrounged our references from, it could seem to exist within one general collective imagination.
For us, Exo, has always been this environment or planet or territory, so what Tabor is doing, what we could talk about a little, is that the levels consist of organic environments, beautiful CG renderings of them.

Recommended to read the whole interview at Noisey.

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Julia Kaganskiy: How did you go about constructing this virtual world? Obviously the music is very evocative, so I’m sure that helped.
Tabor Robak: From the very beginning, what I had were the songs and my discussions with Gatekeeper about what would be cool to have in here. When we started this, my technical ability was very primitive. I didn’t know how to do any of this. The last thing I had made was BrandNewPaintJob.exe with Jon Rafman, which is also made in Unity and is a 3D environment but everything is very cubed off and rigid and it’s totally experimental because I didn’t know the tools. So as my knowledge grew over the year, the ideas that I could come up with also changed. But for the most part, it was very typical. Just listening to the mp3s on the train during my commute, trying to imagine what it could look like. With some tracks, like “Hydris,” the name gave me a starting point, but many of the other tracks, the titles are abstract or were changing throughout the band’s process of making the music, so I didn’t always have that to rely on. I tried to be mindful of leaving room for the music. That’s why there’s not so much stuff to do.

Julia Kaganskiy: Whoa. Wait. You didn’t really know how to use Unity when you started? How did you create these elaborate worlds?
Tabor Robak: Unity has a great app store that’s just as easy as the iTunes music store to use. So I’ve got a lot of great middleware [apps] that I’m using throughout the entire game. The throbbing to the music, that was somebody else’s code that I purchased and figured out how to plug in. The camera system that I’m using throughout is an improved version of what ships with Unity. All the trees and the rocks and the grass – I bought all these nature model packs and then worked on placing them in the environment, which was a fun challenge. To compose something that looks natural and random unfortunately takes a lot of thought.

Recommended to read the whole interview at The Creators Project.

Download EXO for Mac & PC/64 (961MB)
See more at e-x-o.com

Thursday, May 31, 2012

PRINT FICTION



Today is the launching of Print Fiction, an online virtual exhibition curated by Michael Alfred who has created this virtual space as part of his graduation at school of visual arts (HGB) in Leipzig, Germany. 
Print Fiction shows printed based works from different well known artists and graphic designers into a digital environment. The space was built using Unity engine and presents a minimalist architecture, a simple cube divided itself in 8 rooms, all connected through a hole in the edge on the middle of the cube. The walls are semitransparent allowing the visitor to see the other artworks through the walls. The navigation is really simple and intuitive by using the arrow keys or [w, a, s, d] and the direction is contolled by the mouse. By clicking on each work it's possible to read about their information and credits.  Also in one of the rooms there is another hole on the corner, to scape to the awesome "Aurora" universe where the viewer can see the "gallery" from outside. See more;

See the exhibition here: http://printfiction.net/exhibition.html

"Artists and graphic designers present printed matter – such as books, posters or magazines – in the digital environment of web-portfolios. There are a few examples of printed matter which pretend their physical dasein throughout the web without ever getting produced or even being published in the "real world". Thereby the digital presentation of those fictive products is guided by their analogue realizability. Actually there are no limitations to the enactment of fictive printed-products in the net. Therefore the exhibition "Print Fiction" wants to encourage artists and graphic designers to ask how utopias of printed matter can look like.

The display of fictive printed-matter on computer-screens is certainly not new. There have been folders or imitations of paper in writing programs that seem to be analogue since the beginning of desktop-publishing. Old analogue structures are upheld to ease the orientation within a graphical user interface. But the display of fictive printed-matter is herein extended by the expression of artistic examination.

Paper necessitates a completed work. The digital intercommunication replaces the completed and written corpus of information with a continuous process. This transformation is in full progress – will it come to an end after all? "Print Fiction" is about developing new figures and forms of expression for existing models within a process. The examination should be primarily artistic to create – independent from economic purposes – visions and reflexions of these new figures of fictive products. What conditions make reality shapeable? Which design elements are imaginable?

The form of the "Print Fiction" exhibits shall be understood in the widest sense: Poster, paper-spreads, 3D-sculptures or utterly different. The exhibition-space will be a 3D-environment, accessible via web browser. All visitors will be able to navigate within the exhibition in a first-person perspective similar to a computer-game. "Print Fiction" will take place end of May 2012 at printfiction.net"

Print Fiction 
Curated by Michael Alfred

Alexander Lis, Claudia Klat, Dan Solbach, Hanna Nilsson, Joel Evey, Jonas Wandeler, Kim Asendorf, Lauren Francescone, Lisa Pepita Weiss, Marek Jung, Martin Cole, Martin Kohout, Michael Alfred, Pinar Viola, Rasmus Svensson, Tim Heiler, Travess Smalley.


Michael Alfred

Kim Asendorf

< Martin Cole, Pinar Viola >

Martin Kohout